mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
107 lines
3.3 KiB
Lua
107 lines
3.3 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Base = "base_anim"
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ENT.PrintName = "Tactical Combine Shield"
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ENT.Author = "Comrade Communist"
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ENT.Purpose = ""
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ENT.Category = ""
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ENT.Spawnable = true
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ENT.AdminOnly = false
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if SERVER then
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function ENT:Initialize()
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self:SetModel("models/weapons/ballisticshield_mod.mdl")
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self:PhysicsInit( SOLID_VPHYSICS )
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self:SetMoveType( MOVETYPE_VPHYSICS )
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self:SetSolid( SOLID_VPHYSICS )
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self:DrawShadow( false )
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self:SetCollisionGroup( COLLISION_GROUP_WEAPON )
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self:SetHealth(44420) -- Blaze It ( ͡° ͜ʖ ͡°) --
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self:SetMaxHealth(self:Health())
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local phys = self:GetPhysicsObject()
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if (phys:IsValid()) then
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phys:Wake()
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end
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local self_name = "shield" .. self:EntIndex()
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self:SetName( self_name )
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local spawnpos = self:GetPos() + self:GetForward() * 1 + self:GetUp() * 0 + self:GetRight() * 0
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self.shield2 = ents.Create("prop_physics")
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self.shield2:SetModel("models/weapons/ballisticshield_mod.mdl")
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self.shield2:SetPos( spawnpos )
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self.shield2:SetAngles( self:GetAngles() )
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self.shield2:SetParent(self)
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self.shield2:SetNoDraw( true )
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self.shield2:DrawShadow( false )
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self.shield2:SetCollisionGroup(COLLISION_GROUP_WEAPON)
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self.shield2:SetOwner( self.Owner )
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self.shield2:Spawn()
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self.shield2:Activate()
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end
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function ENT:Think()
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if IsValid(self.shield2) then
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self.shield2:SetModel(self:GetModel())
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end
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end
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function ENT:PhysicsCollide(data,phys)
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if data.Speed > 50 and data.Speed < 300 then
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self:EmitSound("physics/metal/metal_canister_impact_soft" .. math.random(1,3) .. ".wav", 75, math.random(90,110))
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end
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if data.Speed > 300 then
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self:EmitSound("physics/metal/metal_canister_impact_hard" .. math.random(1,3) .. ".wav", 75, math.random(90,110))
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end
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end
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function ENT:OnTakeDamage(dmginfo)
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self:TakePhysicsDamage(dmginfo)
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self:SetHealth(self:Health() - dmginfo:GetDamage())
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self:EmitSound("physics/metal/metal_sheet_impact_bullet" .. math.random(1,2) .. ".wav", 75, math.random(90,110))
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if self:Health() <= 0 then
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if IsValid(self.shield2) then
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self.shield2:Remove()
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end
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self:EmitSound("physics/metal/metal_box_break" .. math.random(1,2) .. ".wav", 75, math.random(90,110))
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self.shield = ents.Create("prop_physics")
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self.shield:SetModel("models/weapons/ballisticshield_mod.mdl")
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self.shield:SetPos( self:GetPos() )
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self.shield:SetAngles( self:GetAngles() )
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self.shield:SetCollisionGroup(COLLISION_GROUP_WEAPON)
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self.shield:SetOwner( self.Owner )
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self.shield:Spawn()
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self.shield:Activate()
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local phys2 = self.shield:GetPhysicsObject()
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if (phys2:IsValid()) then
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phys2:SetVelocity(self:GetForward() * math.random(-200,200) + self:GetUp() * math.random(-200,200) + self:GetRight() * math.random(-200,200))
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end
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SafeRemoveEntityDelayed(self.shield,5)
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self.dissolver = ents.Create("env_entity_dissolver")
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self.dissolver:SetKeyValue("dissolvetype", "0")
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self.dissolver:SetKeyValue("magnitude", "1")
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self.dissolver:SetPos(self.shield:GetPos())
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self.dissolver:Spawn()
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local name = "Dissolving_"..math.random(1,9999)
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self.shield:SetName(name)
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self.dissolver:Fire("Dissolve",name,0)
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self.dissolver:Fire("kill","",0.01)
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self:Remove()
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end
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end
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end
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